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Pirate Captain
Medium or Small Humanoid, Neutral
CR 6ArtillerySettlement / Road
AC 17
Initiative +7 (17)
HP 84 (13d8 + 26)
Speed 30 ft.
STR
10
+0
save +3
DEX
18
+4
save +7
CON
14
+2
save +2
INT
10
+0
save +0
WIS
14
+2
save +5
CHA
17
+3
save +6
Skills Acrobatics +7, Perception +5
Gear Pistol, Rapier
Senses Passive Perception 15
Languages Common plus one other language
Actions
Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: Hit: +7, reach 5 ft. 13 (2d8
- 4) Piercing damage, and the pirate has Advantage on
the next attack roll it makes before the end of this turn.
Pistol. Ranged Attack Roll: Hit: +7, range 30/90 ft. 15 (2d10 + 4) Piercing damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one Failure: creature the pirate can see within 30 feet. The target has the Charmed condition until the start of the pirate’s next turn.
Reactions
Riposte. Trigger: The pirate is hit by a melee attack roll Response: while holding a weapon. The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range. Pit Fiend Pit Fiend